Learning to teach in Second Life
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Transcript of Learning to teach in Second Life
LEARNING TO TEACH IN SECOND LIFE
Angelina Macedo
EB 23 Gualdim Pais, Tomar, Portugal
Lina Morgado Universidade Aberta, Portugal
Keywords: Second Life, immersive learning, lifelong learning, Web 2.0 tools
Abstract: The rapid evolution of ICTs in the 21st century requires highly competent and skilled workers. Distance
education appears to be not only a possible but a highly viable solution to increase the competencies of
those already professionally active. Virtual environments such as Moodle and Second Life with Web 2.0
tools now allow for socialisation and social presence in the process of distant learning thus facilitating
cooperation, interaction and more interest on the part of the students. These new learning environments also
make it possible to learn by doing as people learn how to use them as they are participating in the distance
learning courses. The European Union, aware of the advantages of these pedagogical approaches, is funding
projects for lifelong learning such as the MUVEnation programme. Several studies and current research lead
us to conclude that these tools and Second Life, in particular, have great potential for teaching and learning
as they enhance the development of socialization skills, peer and group work, critical thinking and problem
solving. At the same time it is recognised that further research is required in order to overcome certain
drawbacks.
1 INTRODUCTION
The constant evolution of ICTs and the demands of
the 21st century made learning crucial to our
knowledge and networked society. Therefore,
companies and the industry are interested in skilled
and competent workers as a way of enhancing their
outcomes.
Lifelong learning, with continuing professional
training and development, is a must in our society.
As workers are very busy with both their
professional and personal lives, taking a face-to-face
course is almost impossible. Therefore distance
education is an emergent solution with the advances
in ICTs.
Virtual environments such as Moodle and Second
Life can promote interaction, cooperation and
collaboration between students and e-teachers as
well as between peers.
One of the drawbacks of traditional distance
education has been the fact that students tend to feel
lonely, isolated leading to very high drop rates.
These virtual environments allow new pedagogical
approaches that enhance collaboration, as well as
both asynchronous and synchronous interactions
between participants.
The MUVEnation peer learning programme [1], co-
funded by the European Union, via the Lifelong
Learning Programme, Comenius sub-programme,
aims to encourage teachers to develop new
pedagogical methods to increase students‟
motivation. It encourages the use of Web 2.0 tools
such as blogs for personal reflection, wikis for
collaborative work, Flickr to share photos, Twitter
for microblogging, etc. Moodle is used as the
learning management system and Second Life is
being explored for educational applications.
2 SECOND LIFE
Second life is a Multi-User Virtual Environment
(MUVE) that allows students and teachers to
collaborate actively in projects, and to exchange
ideas and information in-world.
Second Life (SL) is a world that tries to reproduce
the real one, including the development of rules and
even its own economy. People are represented by
their avatars (their 3D representations) and they
communicate through chat (voice or written text),
notecards, their profiles or Instant Messages (IM .
The latter are delivered if the resident is not online at
the moment s/he logs in.
Figure 1 – Avatar‟s profile: Morgen String (author
proposal)
Second life also provides educational resources,
links, a wiki and a blog for educators. Linden
Research (2006) [2] made an agreement with ISTE,
for example, to help new people in-world and it also
supports teaching in SL (Terdiman, 2004) [3].
Livingstone and Kemp (2006) [4] also studied and
gathered the main features that make SL a good tool
for education.
This virtual world has the potential to develop a
simulation of „real life‟ skills and competencies or to
create new worlds (De Lucia et al, 2009) [5] rather
than „academic life‟, that is, it can enhance an
experiential learning through activities such as
simulations and role-plays.
It also promotes immersive learning as the learner
can potentially experience the emotions and
thoughts of someone in a simulated situation.
It is also possible to implement learning models that
enhance the cognitive structures of the learner
(Piaget in Bhattacharya, K. & Han, S., 2001) [6],
where students can engage in an active learning
process which is student-centred (Bruner, 1960) [7]
and guided by an expert or faculty mentor/tutor who
interacts with the students (Vygotsky, in Galloway,
2001) [8]. This kind of learning allows an active
development of competencies based on evidence as
students actively construct new knowledge as they
interact with other people and their environment
(Jonassen, 1992) [9]. Students are supposed to
produce collaboratively tangible outcomes or
products (Brown, Collins & Duguid, 1989) [10] such
as a building plan, a car prototype, etc, according to
the nature of the knowledge that is being built. It
also potentiates the creation of communities of
practice where people learn by sharing. These
communities can be described as groups of people
who share a concern or a passion for something they
do and learn how to do it better as they interact
regularly. (Wenger, 2000) [11]. The Iowa State
University has already created the NMC Educational
Community and below is their virtual representation
of Wenger‟s Communities of Practice. (SL Island:
Teaching 4 231, 155, 25).
Figure 2 – NMC Educational Community (author
proposal)
Because of the great potential SL has already shown,
several companies and educational institutions have
established their own lands/islands in this virtual
world.
2.1 Second Life for educational
purposes
2.1.1 Training and Skills Development
Second Life enhances the development of skills and
competencies in all the fields as is shown below.
The Thomson Netg develops professional training in
ICTs, management, sales and customer support. It
uses SL for synchronous classes and on-demand
training through audio, video or podcasts resources.
Their students can interact with technological
applications and do role-play activities.
Figure 3 - Thomson Netg Training (Source: FitzGerald,
& Kay) [12]
As far as the Health field is concerned, SL allows
the immersion in an authentic context that enhances
a deeper knowledge of situations or circumstances.
For instance, the Heart Murmur Sim aims to provide
a place for cardiac training where the participants
can visit virtual patients, listen to their cardiac
rhythms and make a diagnosis.
Figure 4 – Cardiac Training (Source: FitzGerald, &
Kay) [12]
UC Davis Medical Center‟s Emergency Workers
aims to prepare, train and help its workers to act in
emergency situations, in a simulated context before
acting in a real world crisis.
Another important work is being done by the
National Oceanographic and Atmospheric
Administration. It has created the visualization in
real time of some weather phenomena such as a
tsunami or the effects of melting glaciers on the
ocean level.
The goals of this island are to stimulate scientific
discussion and reflection upon climate issues and, at
the same time, allow participants to engage in
simulations that wouldn‟t be possible in the real
world.
Figure 5 - National Oceanographic and Atmospheric
Administration (NOAA) island in SL (Source:
FitzGerald, & Kay) [12]
2.1.2 Training in-service and future
professionals
Second Life enhances social interaction,
collaboration, the awareness of social global issues,
events, data visualization, simple simulations and
education.
It allows for the development of a new model for
distance education as well as blended learning, and
new opportunities for virtual learning. Students and
tutors can meet in-world, share information and
resources (audio and video files, for instance),
discuss projects, make presentations, and do group
projects. They can also interact with other
educational institutions and develop international
projects. This virtual world eases communication and sharing,
key elements in the learning process. Students can
make simulations where they can learn from their
mistakes and develop new skills to apply in their real
lives.
Several educational institutions like the Harvard
University, the Leicester University, the
Universidade de Aveiro, do Porto, and the Open
University (UK), among others, have their own
educational spaces in SL where they deliver some
courses in several fields.
The Open University of Portugal has implemented a
case study to obtain information about students‟
perceptions of social presence both in Moodle and in
SL in order to design and deliver teaching and
learning activities in both virtual environments.
The NMC (New Media Consortium) Campus is the
most important educational institution in SL. It
supports events, classes, demonstrations, art exhibits
and educational experiences.
Several well-known educators such as Howard
Rheingold, Henry Jenkins and Daniel Reed, have
been in conferences at this campus.
The Harvard‟s Berkman Center for Internet and
Society delivers a course to create and present
Internet and Web 2.0 tools such as Wikis e blogs.
The students also meet in-world at Berkman Island.
The Texas Wesleyan University has got the Genome
Island in SL, which was developed by Professor
Mary Anne Clark with the aim of teaching Genetics.
With the help of building tools and scripting, she
built laboratories where the students can participate
in virtual experiences and produce data for analysis.
The students can also interact with experts in
Genetics to broaden their knowledge.
Figure 6 –Texas Wesleyan University Genome Island
(Source: FitzGerald, & Kay) [12]
Besides the above institutions, BBC realized the SL
potential to teach foreign languages, mainly English,
having created its own space at Virtlantis 116.114.21
(PG). This institution blends SL with Internet pages,
supporting the learning of several issues. Virtlantis
island is formed by foreign language educators and
is an example of best educational practices in SL. Also another excellent work is being developed by
Jo Kay and Sean FitzGerald [12] about Second Life
which can be found in their wiki Second Life in
Education.
Facilitating informal learning is also one of the
concerns in SL. Museums, libraries, Historical
Recreations, Art and Music Literature, Machinima,
Social issues debates, Politics, Civics, Economy,
Commerce, Architecture, support for disabled
people, virtual tourism, cultural immersion have a
strong implementation in SL.
2.1.3 Pedagogical activities
According to Warburton & Perez-Garcia (2007) [13]
and Warburton (2009) [14], Second Life has some
components that can facilitate innovation in pedagogy
through extended or rich interaction, visualization and
contextualization, exposure to authentic content and
culture, individual and collective identity play,
immersion in a 3-D environment, simulation,
community presence and content production.
SL allows the implementation of distance learning
models where students can engage in an active
learning process which is student-centred and guided
by an expert or faculty mentor/tutor that interacts with
the students (Pereira et al., 2008) [15], (Morgado et
al., 2008) [16].
SL ability to create a sense of belonging, a shared
space, and the sharing of experiences makes it ideal to
develop pedagogical activities such as discussions,
debates, presentations, simulations, role play,
conferences, exhibits, Treasure Hunts and virtual
quests.
This way SL provides a wide range of possibilities
that wouldn‟t be possible in the real world.
In-world you can perform a Shakespeare play for a
vast audience, visit a virtual museum, plan your own
house and visit it, check the space, the furniture,
make adjustments… You can also visit Ancient
Rome, prepare a Treasure Hunt where your students
can find relevant information.
You can also visit the Sistine Chapel, enter a Van
Gogh painting or simulate flights at NASA.
Real time conferences, with people – avatars from
all over the world, in the same virtual room, at the
same time, allow debating important topics.
Fashion students can organize a fashion show. The
Management students can create a company and
check the way it works with taking real risks with
real money.
The presentations through white boards may be kept
in the participants inventory and retrieved later on.
In conclusion, SL has a great potential for distance
education, supports computer mediated cooperative
and collaborative work, simulations and
formal/informal learning and training. It allows each
individual to develop skills and competencies, to try
new ideas and to learn from the mistakes they make.
It also enriches the curriculum and complements
face-to-face education.
2.1.4 MUVEnation in SL
Currently learners are used to technology so it‟s
important to integrate them in the classroom through
meaningful activities that engage the students.
According to Oblinger (2003, in Martinez, 2007)
[17] students today expect technology to be a natural
part of any learning environment because, it has
been an integrated part of their lives. They expect
technology to be a natural part of any learning
environment.
Students think in terms of the activity technology
enables and prefer construct their own learning,
assembling information, tools and frameworks from
a variety of sources. (Oblinger & Oblinger, 2005)
[18].
Therefore, I began planning a teaching module in
Second Life and felt the need to be a learner first. So
I joined the postgraduate course “Teaching and
Learning with MUVEs” inserted in the
MUVEnation project. [1]
This programme aims at developing a European peer
learning program. But the fact is that people from all
over the world are participating in this project,
which has been very enriching as we learn from one
another‟s experience. “The MUVEnation project‟s
general aim is to contribute to explore, analyse,
develop and evaluate within context the
effectiveness of this innovative way of teaching and
learning with regard to some of the problems of the
educational system such as students‟ motivation and
participation. MUVEnation is based on the so called
“teachers‟ effect” on educational innovation and its
approach is to explore the promising potential of
active learning approaches integrated to MUVEs by
starting from the analysis of some major educational
problems such as the lack of motivation and find
how their integration in education can effectively
foster pupils‟ motivation and participation.”[1]
The course was structured in Moodle where the
learning activities were described. We could
exchange information and clarify any question or
doubt in the online discussion forums.
First, we were asked to get familiar with Web 2.0
tools and create our tools: blog, flickr, twitter,
netvibes and we also set our presence at the wiki of
the course. Then we created our accounts in Second
Life, chose our avatars and did the orientation tasks.
This task is one of the most challenging as it is the
first time that we entered Second Life, completely
on our own. We easily got disorientated, felt
frustrated and were tempted to reject Second Life. A
possible solution to overcome this situation is to set
a time to meet in SL (tutors and peers) just after
being on the orientation island. This way students
could find someone familiar who would help to get
them acquainted with the new world. Another
solution is having an orientation island with the
instructions in the students‟ mother tongue.
After the orientation tasks, we reflected upon several
subjects related to education in Second Life. The
activities that were the most difficult to carry out
were group projects where members lived in
different time zones. So we built our own groups,
keeping in mind the real life place where people
lived. These activities were quite rewarding and we
have been able to build our own learning community
in Second Life.
One of the activities was to observe some Hands-on
Workshops and point out the best practices and what
needed to be improved in order to develop a
taxonomy of good practices.
A Hands-on Workshop is an instructional text based
activity which is delivered to a small group, in a
tutor-led teaching setting where the virtual learning
space can be found configured in a variety of ways.
(Warburton & Perez-Garcia, 2008) [19], [20], [21],
[22], [23], [24]. According to these authors [19] the
workshops in Second Life usually aim to develop
specific competencies and skills in building and/or
scripting in-world objects. They are delivered in
written chat and usually take an hour. These
workshops are delivered by non-formal learning
instructors and most of them are free.
After observing some workshops and discussing best
practices, we observed and agreed on a taxonomy
[24] of good practices. A specific template was built
in order to register our observation. It was validated
by a new panel of teachers.
Then we prepared our own workshop for our peers.
Among them, two were our critical friends. Their
mission was to observe our practice and point out
our best practices and suggest improvements.
Therefore, the methodology was participatory
observation, followed by tutor‟s and critical friends‟
feedback.
The assessment of the workshop was related to the
quality of the students‟ learning experience and
outcomes.
I chose to present a workshop about basic building
in Second Life: How to use the tube (a prim) to build
a table and a stool.
In spite of preparing everything in advance, there are
always some problems that we can't control like
some technical issues that prevent us from doing
everything as planned. For instance, just a bit before
the workshop, I began having trouble with my
Internet connection. I kept crashing and had to opt
by a mobile Internet access which quality isn't the
best. Also I wasn‟t able to rezz a tube because my
upload bandwith was with problems. Even my voice
was heard with cuts, interruptions but the notecard
reader solved this problem. I didn‟t use text chat
because I wanted to be able to look at the
participants and focus on their progresses and/or
problems in order to help them out. At the end of the
workshop, I helped some participants getting a
notecard reader and explained to them how it
worked so that they could use it during their
workshops.
My aim was to design, deliver an interesting and
useful workshop that enhanced the participants to
understand how prims work and create nice objects,
like a table and a stool, just with one prim each.
To perform the task, participants would manipulate a
tube, by setting different parameters, in order to
create a table and a stool. Finally, participants would
texture them.
First, before the workshop, I prepared the virtual
setting: individual, well limited working areas;
stools with a script that allowed avatars to put their
hands up when they had questions; examples of the
objects that were going to be built – a table and a
stool – notecards with all the instructions and a
notecard reader. I asked a friend to test everything in
advance to make sure that there were no problems.
Then, while delivering the workshop I began by
explaining the task and giving the instructions both
through chat voice and a notecard that was being
shown on the notecard reader. Also at the beginning
of the workshop, a folder containing several textures
and a poseball for the stool was given to each
participant.
At the end of the workshop, the notecard was given
to all the participants.
At the end of the workshop, all the participants
managed to create a table and a stool. As some still
struggled with the pose ball for the stool, we met in-
world to solve this issue.
Figure 7- The workshop outcomes: tables and stools
(author proposal)
In my opinion, several factors contributed to the
positive outcomes:
- Previous preparation and checking (Special
thanks to Jerit Weiser who tried the chairs
to see if they were working properly, if the
text displayed on the notecard reader was
perceptible and gave his opinion on the
setting).
- Using written text so that participants could
visualize the instructions.
- Short and clear instructions.
- Managing the communication: hands up to ask
questions.
- Few issues/topics in each session in order to
avoid cognitive overload and finish the task
in the specified time.
I learnt that we can overcome SL technical
drawbacks. By collaborating with others we can
have good results. Next time, I intend to try some
collaborative work between the participants, may be
pair work to start with. [25]
One feature of MUVEnation course was the
interaction between instructors and peers. It was
quite motivating and helped us to get better learning
outcomes. After the workshop, we were asked to
describe the experience and reflect upon it. One of
my tutors, Dr. Steven Warburton from King‟s
College in London wrote Great story - thanks
Angelina. You've identified a number of useful
practices that helped make the workshop a success.
One of them is on managing the communication -
but what do you mean by "hands up to ask
questions" ... how did this work in practice? [26]
When I reflected about the communication and how
I managed it, I didn‟t quite explain how I achieved
“hands up” through avatars, so here is my reply:
Hi Steve,
I attended a workshop where the instructor, Massimo, used chairs that had a script that allowed
participants to put hands up if they had questions. I
thought it was a good idea because when you are
absorbed talking, giving instructions, it is more
difficult to read all the messages in the local chat.
So, if you look at participants and they have their
hands up, it is easier to address each at a time and
let them ask for clarification. That was what
happened in my workshop and it was easier to help
the participants. I must thank Cvetka who kindly
gave me the chair. [25]
My peer critics were very good and motivated me to
try to accomplish even better results next time.
As the workshop was delivered in Second Life, we
used our SL identity, our avatars. Mine (Angelina
Macedo) is Morgen String.
Observer 1 comments [27]
Morgen prepared a very nice setting for her
workshop: our working area was delimited by a
carpet and a cube, to sit on. In front of us a notecard
reader board and an example of the table we were
going to build.
I would like to comment briefly on the setting
because, although at first sight it could seem as
"standard" (rows of people facing a board), it was
somehow innovative and clever. Let's see how and
why.
Firstly, our seats had a double function: keep us
locked in place (thus reducing lag) and allow us to
rise our hands. I have to admit that almost nobody
raised hands to ask questions: we are all too used to
write directly in chat. In any case, since the number
of the avatars in the workshop was rather small, it
would have been possible to use it.
The other thing that I considered very clever and
original was the use of the notecard reader. I
explain: the workshop this time was delivered using
voice. This is much better from the instructor point
of view: no need to type, no problems with tired
fingers, more flexibility, no need to stick to a
notecard inside a Speakeasy (the content we
"read" once it is in open chat). But voice in
workshops is not good from the learner point of
view: it's easy to get distracted. One has to struggle
with edit window, values, arrows, textures etc (and
possible incoming IM, RL small interruptions, etc.)
It's very easy to miss an important passage, to forget
the exact value one has to enter or to get lost in a
messy inventory.
But here the Notecard reader board represented a
written text one could rely on, and allowed some
independence, rather necessary when the level of
skills is very different.
The workshop was divided in two parts: introduction
to the secrets of prim modeling and the production
of a table and a stool. Both parts went on smoothly
and everybody managed the two pieces of furnitures,
and event to add a poseball.
Morgen was in all moment very clear in her
explanations and helpful to those who had some
difficulties, and I think this was the first worskop I
ever attended that finished within the specified time.
Very good work, Morgen
Observer 2 comments [28]
[As I did for other workshops, I'm using the
analysis grid given us by Marga][24]
Planning and preparation
Spacial design and layout: Emulation of
RL: participants were sitting in rows in
front of a board.
Learning objectives were clearly outlined
at the very beginning of the workshop.
The instructor's discourse was prepared in
advanced
The physical organisation of learning
material: participants were given a folder
(at the beginning of the workshop) and a
notecard (at the end) by Morgen,
individually.
The workshop was free
Delivery of instruction
No assessment of prior knowledge, but the
workshop was advertized as being for
beginners.
Pre-pared activities to meet the knowledge
requirements; Morgen gave an introduction
describing the various options in the
"Object tab" and asked participants to play
with them for a while.
Conversational flow was done in voice
chat. There was also a board showing a
summary of the instructor's words.
Communication dynamics: Tutor ->
Learner
Free position for the teacher, constrained
position for participants
Learning materials were given to
participants in two times: at the beginning
and at the end. Both times, the instructor
gave the items to participants individually.
Except from the board, no media were used
Activity was exclusively centred in SL
Personalization of learning: the instructor
used adaptive pathways of communication
to come to rescue of a participant who was
lagging behind the group
Pedagogical approach: directive, focused
on rules procedures, both process and
result oriented
Follow up and evaluation
The instructor provided support and
feedback via voice chat, sometimes
reinforcing some terms by repeating them
in the local chat. Done on demand when
participants had problems.
The instructor monitored students' progress
visually and asking them questions on their
progress
Quality of feedback was informative
Assessment was informal.
Recall and transfer of learning
Recapitulation was done at the end of the
first part of the workshop, since the
creation of a stool was vey similar to the
creation of the table.
Participants were given a notecard at the
end of the workshop, containing all the
information she had been giving during the
workshop.
Personal comments
The workshop was well organized both in terms of
space (each participant had enough space to work).
The workshop objectives were stated at the
beginning and all participants managed to achieve
them by the end of the workshop. The delivery of
content was well paced. The audience targeted for
the audience (beginners) was right, even though
Morgen also helped step-by-step a participant who
was less experienced than the rest.
Here are a couple of tips I'm suggesting for a second
go of the workshop:
1. I would shorten the introductory part describing
the various options found in the "object tab".
Discussing a couple of them and maybe demonstrate
in front of the audience how they can affect a prim
would suffice. Also, rather than encouraging
participants to play with the various options as they
wish, I would ask them to do something specific, to
see how a certain option can affect the prim in
question (i.e. ask them to hollow a sphere, then a
cube and then compare the results) otherwise,
participants have no clear idea why their object
changed shape.
2. Instead of giving the material for the class to each
participant individually, have a giver object that
could distribute it. The distribution of the class
material can otherwise take a little time and
sometimes one or more participants might be
skipped unintentionally (I did this mistake at the end
of my own seminar: while I had a giver object for
the initial folder, I'm not sure why I didn't prepare a
similar object for the final notecard, which I
distributed to each participant individually: not a
good idea).
3. I personally prefer a workshop given in local chat, so that if I lag behind, I can easily go back a
couple of lines and catch up. I understand that
Morgen's board played the role of the local chat, but
to focus on it, one had to leave his/her object behind
and then go back to it. Also, voice chat always takes
a little while to work, requiring sometimes lengthy
initial tests. Actually at the beginning nobody could
hear Morgen, probably due to her internet
connection (indeed she crashed after a couple of
minutes), and we spent some time on that. Also, one
participant could not hear Morgen later, because
she was a bit too far. In all occasions I saw voice
being used, the same problems occurred, so it's a
voice issue, not Morgen's.
4. I could not get the poseball to work; even when I
tried later, I keep ending up sitting IN the floor (as
in a quicksand swamp) and not on the stool. I am
really not sure why. On the other hand, the stool
works fine without the poseball, so I decided not to
waste time to investigate the mishap further.
Well done Morgen.
This kind of interaction enriches all the participants
and contributes for the development of
collaboration, critical thinking and reflection as well
as for the building of the virtual learning
community.
The activities which were developed in-world have
proved that SL has a great potential for education as
other several researchers have already described. On
its island, some activities can be checked at the
landmark: MUVEnation 110.121.22.
Warburton & Perez-Garcia (2008) [14] defined four
key steps to deliver Hands-on Workshops. These
steps are visible in the practice described:
Planning and preparation;
Delivery of instruction;
Follow up and evaluation;
Recall and transfer of learning.
Therefore, it‟s very important to structure the
environment, reflect on our practice and build
transferability. It is also very important to set the
communication rules between all the participants in
order to avoid disruption, and design support for
students who get behind. The validation of the
workshop is not a closed process; on the contrary, it
is an iterative process that is built over time.
Recent research and our practices show that some
design patterns1 can be defined such as sharing
experiences, for example, stories/accounts of what
worked and what requires improvement (activities,
setting, results, our objectives, what we achieved,
what wasn‟t achieved, etc). Another factor is the
identification of problems that are common and of
the associated forces. Listing the successful
solutions is another useful design pattern. Finally,
sharing and discussing these patterns facilitate their
refinement and the creation of a design language.
This course provided me with some insights to
implement a learning project with my students to
learn English as a Second Language and develop
their Citizenship and themselves as global citizens.
This project is going to be implemented on a private
island because my students are teens, so they are not
allowed in Second Life grid which is for people over
18. On this island there are several schools from all
over the world where their teachers and students
develop learning projects, interact and collaborate in
a virtual learning community.
2.1.5 SL drawbacks
Some potential problems require reflection in order
to be undertaken. According to Kovela (n.d.) [29], it
takes too much time to be in SL, the content creation
and its updates require a lot of space and the
copyright raises some issues. Although SL system
tries to protect the rights of the content builder, it is
not OpenSource as it is in an outsider server. The
problem comes with the possibility of losing all the
data if the servers are down or if the island is
destroyed.
Another problem that needs to be dealt with, is
raised by content connected to intolerance, sex,
commerce, fraud…
Other authors refer the need for improvement of
other issues that have a strong impact in
communication and interaction between avatars. For
instance, avatars don‟t control the way they look at
one another, or the facial expressions very well. The
face and the eyes keep the same expression by
default, though several progresses are being made in
this field. The expressivity is reinforced by the
paralinguistic symbols in written text.
Some technical issues must be improved such as lag
and crashes and they imply people to spend more
time doing a task and therefore waste time which
can demotivate people and eventually lead people to
reject SL.
3 CONCLUSIONS
Second Life is making an impact in the academic
world as it has unique features that potentiate
collaboration, sharing, decision making, critical
thinking and experiential learning in the virtual
learning community.
Nevertheless, educators must be aware of SL
challenges when transferring their first life
pedagogical approaches to their second life teaching.
1 Pattern – a problem which occurs over and over again in
our environment, and then describes the core of the
solution to that problem, in such a way that you can use
this solution a million times over, without ever doing it
the same time twice” (Christopher Alexander, 1977 in
Warburton & Perez-Garcia, 2008) [16].
Teachers need to learn how to teach in SL as Real
Life teaching expertise does not guarantee SL
teaching positive experiences.
Although there are some constraints that have to be
overcome, it is undeniable that SL encourages
people to interact and collaborate in a way that
conveys a sense of presence that is not found in
other media. This virtual world is growing in
popularity because it provides social networking;
the ability to share rich media seamlessly; the ability
to connect with friends; a feeling of presence; and a
connection to the community (Austin & Boulder
2007)[30].
So far, research demonstrates that SL has a great
potential for learning which can be enhanced with
the improvement of technology and communication.
This needs further improvement but it has already
provided evidence that SL can help to develop skills
concerning socialization, peer and group work,
critical thinking and problem solving.
Deutschmann (2009) [31] states that The key element
here is, according to Svensson, not the technology,
the simulations or the effects per se, but the fact that
SL and worlds like it allow for meetings with “real
people „playing‟ themselves or having alternate
personas), for working collaboratively with remote
participants” and, for the creation of a “place and a
unified spatial interface” for such meetings.
To sum up, we can conclude that SL has a great
potential for education, being required that educators
identify and select the strategies and activities that
are more appropriate for face-to-face context or
virtual context.
Nevertheless more research is required to make this
world more accessible and easy to use so that
educators can optimize these virtual worlds for the
teaching and learning process.
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